EDGEFAB / DOCS

EDGEfab docs

EDGEfab is the EDGE fabricator for Cyberpunk 2077, a VS Code extension with an MCP server. It is not a mesh editor: its goal is the game asset, whole. Props, clothing, characters and NPCs, with everything that goes with them: materials, rigs, animations, voice, records. Right-click an asset, Open in EDGEfab, and change any part of it by prompts, while EDGEfab orchestrates the other EDGE tools, Blender, Unreal Engine and AI services: “make the jacket green and the sleeves red”, “make an old worn trenchcoat”, “animate the pinwheel”, “give this NPC a deeper voice”.

Document What it covers
Build plan The owner’s vision (2026-10-25 and 26), what it changes in the design, Blender and Unreal assets alike, animation as a key focus, the decisions for F0, the phases F0 to F9, what other repos are asked for. Proposed
Design The mission, what EDGEfab owns and what the other EDGE tools do, what a game asset is made of, clothing fitted to the body, Blender and Blender MCP, its shape, the MCP server, open questions. Draft 0.1, a brief, extended 2026-10-19
Library assets Assets in the EDGE Library, shared across tools and projects: found in REDcode, made and changed in EDGEfab, pulled into any project. In F1 (decided 2026-10-31); the asset item is a proposal
Props, the parallel proposal A first version of props written with the owner in a parallel session (2026-10-27 to 30): takes, parts and a material planner, changes in Blender, edits merged back. Kept for reference; the build plan places each part (reviewed 2026-11-04)
UE5 assets Research: Unreal Engine 5 props and characters, with materials, rigs and animations, into the game; driving Unreal headless and through its MCP server; feasibility, effort, tradeoffs
Tests Every test with its steps and results. None yet
Changelog Changes a modder would notice. Nothing yet
Dev setup What a PC needs to work on EDGEfab
EDGEmat docs Materials and looks, which EDGEfab builds on
REDcode docs The editor extensions and the bridge EDGEfab builds on

Roadmap status

As of 2026-11-01. The first build (F1) is agreed and started; the other phases are proposals until F0 (build plan). The proposed order: F0, F1, F3, F2, F7a, F4, F5, F7b, FA, F6, F8, F9.

Phase Status
F0 Decisions Tripo and the GLB import over a game prop checked; open: which collision is solid in the game
F1 Props: a textured GLB, imported or from Tripo, added to the project and placed with EDGEbuilder Started 2026-11-01: the extension and MCP server, Tripo, the prepare step (smoke tested). Next: Add to Project, after the in-game collision check
F3 Blender sources (FBX, .blend) Not started
F2 Workspace and prompts Not started
F4 Clothing Not started
F5 Characters, whole Not started
FA The agent (moved out of F2, 2026-11-04) Not started
F6 Characters, edited Not started
F7a Animated props (a key focus) Not started
F7b Character animation (a key focus) Not started
F8 Unreal assets Not started
F9 Ship Not started

Source code and issues: github.com/Edgemodders/EDGEfab